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Tea is good

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Re: bonus electrum for longer games? https://elementscommunity.org/forum/index.php?topic=18419.msg235276#msg235276
« Reply #24 on: December 29, 2010, 03:25:29 am »
I love this thread.


How many good :water grinding decks have you seen? I haven't seen many, simply because :water is not fast enough.
You say that :3
wait a sec, please gimme your water AI3 grind deck plz

Re: bonus electrum for longer games? https://elementscommunity.org/forum/index.php?topic=18419.msg235281#msg235281
« Reply #25 on: December 29, 2010, 03:54:09 am »
Here's a decent one I threw together.  Should perform well in light of new AI3 versatility.

Code: [Select]
6rk 6rk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gm 7gm 7gm 7gm 7gm 7gm 7go 7go 7go 7gp 7gp 7gt 7gt 7gt

Offline Glitch

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Re: bonus electrum for longer games? https://elementscommunity.org/forum/index.php?topic=18419.msg235298#msg235298
« Reply #26 on: December 29, 2010, 04:35:43 am »
I like the idea in practice, but the theory behind it makes no sense.

If your deck takes longer to win, it is, in essence, worse.  Shouldn't it then yield less of a reward?
But what if the deck is a stall decK?
Then you should be able to prevent your opponent from doing anything, and win by hitting space bar a lot.

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Re: bonus electrum for longer games? https://elementscommunity.org/forum/index.php?topic=18419.msg235309#msg235309
« Reply #27 on: December 29, 2010, 04:50:00 am »
So a deck designed around having the best win:loss ratio is usually slower than a deck designed around grinding the AI3s, yes. Grinding decks are designed to be as fast as possible and sacrifice some wins. Is the answer giving bonus electrum for longer games? Possibly; that helps the slow decks with high win:loss ratios. But it also helps the weak decks that are slower and less reliable than rush decks. I think the real answer is giving bonus electrum for winning many games in a row. This will give the most electrum to the strongest decks, the ones with the highest win:loss ratio. This could still be a rush deck, but it could also be a stall, denial deck, etc; it will be the deck with the best win:loss ratio.
Somehow still around, somewhat

Re: bonus electrum for longer games? https://elementscommunity.org/forum/index.php?topic=18419.msg235356#msg235356
« Reply #28 on: December 29, 2010, 06:10:33 am »
Upped life rush has one of the best possible win ratios against AI3 and pulls off quick kills.  Hence, it is the deck I run.  Oh, and it gets EMs frequently in the bargain.

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Re: bonus electrum for longer games? https://elementscommunity.org/forum/index.php?topic=18419.msg235406#msg235406
« Reply #29 on: December 29, 2010, 08:21:52 am »
So everyone will build Mr Sexington's Ragequit Deck and piss everyone else off until everyone plays with stalling decks? Is that the answer? I don't think so.
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Re: bonus electrum for longer games? https://elementscommunity.org/forum/index.php?topic=18419.msg235411#msg235411
« Reply #30 on: December 29, 2010, 08:27:00 am »
So everyone will build Mr Sexington's Ragequit Deck and piss everyone else off until everyone plays with stalling decks? Is that the answer? I don't think so.
That would suck.  And that is why I suggested that we find an alternate method for encouraging players to use varieties of decks.

QuantumT

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Re: bonus electrum for longer games? https://elementscommunity.org/forum/index.php?topic=18419.msg235422#msg235422
« Reply #31 on: December 29, 2010, 08:43:54 am »
I think you guys are being hyperbolic. All the OP is suggesting is something that gives a bit of variety to the possible PvE decks.

As it stands currently, you take a huge hit to electrum/score gain if you use anything besides a rush.

Another way it could be done is make every additional turn a % multiplier of the original gain, something in the 1%-2% range. For example (using 1%), if I play for 10 turns, I get 10% more electrum than I would have otherwise, whereas if I play for 50 turns I get 50% more. This still leaves it biased towards rush decks, but less so than it is now (FWIW, I would use 2% per turn).

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Re: bonus electrum for longer games? https://elementscommunity.org/forum/index.php?topic=18419.msg235474#msg235474
« Reply #32 on: December 29, 2010, 11:38:32 am »
All I stated was that this'd hurt PvP. I didn't mention PvE with a single word. Since you started discussing numbers already, I shall join the fun :P

Formula: X = [E]+[E*(M1*T)/100]*[M2]

X: Gained Electrum
E: Original Electrum
M1: Modifier (depends on AI level)
M2: Modifier (depends on health)
T: Turns played


M1 for the different AIs:
AI1: 1.00
AI2: 1.05
AI3: 1.10
AI4: 1.15
AI5: 1.20
AI6: 1.25

M2 for different health status:
Health=Max health: 2.00
Health<Max health: 1.00

Turns played:
T = Turns played
If T < 6 then T=1.00

I didn't include the Electrum modifier for the situation that a player has less health than the maximum, because I didn't want to make up numbers. Someone else might know better than me ;)
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grindpower

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Re: bonus electrum for longer games? https://elementscommunity.org/forum/index.php?topic=18419.msg235683#msg235683
« Reply #33 on: December 29, 2010, 06:57:33 pm »
This would be a brilliant addition. If this happens, I see loads of Stall decks and loads of decks with Deflagration/Steal coming.

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Re: bonus electrum for longer games? https://elementscommunity.org/forum/index.php?topic=18419.msg235704#msg235704
« Reply #34 on: December 29, 2010, 07:15:08 pm »
This would be a brilliant addition. If this happens, I see loads of Stall decks and loads of decks with Deflagration/Steal coming.
And rush decks would die out.  ;)

QuantumT

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Re: bonus electrum for longer games? https://elementscommunity.org/forum/index.php?topic=18419.msg235713#msg235713
« Reply #35 on: December 29, 2010, 07:40:11 pm »
This would be a brilliant addition. If this happens, I see loads of Stall decks and loads of decks with Deflagration/Steal coming.
And rush decks would die out.  ;)
Depending on how it's done, it might have no effect on hardcore grinding at all. I actually revise my previous number up to something in the 3%-5% range. At 5%, you get double reward in 20 turns. This means that rushes are still better for grinding, but it's not catastrophic to use something else.

 

anything
blarg: